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T T HE HE G G REAT REAT H H OSPICE OSPICE A Sanctum of Shallyan Sanity at Frederheim A Sanctum of Shallyan Sanity at Frederheim Warhammer Fantasy Roleplay - The Great Hospice Warhammer Fantasy Roleplay - The Great Hospice Page 1 Page 1 Copyright © Games Workshop Limited 2007. Games Workshop, the Games Workshop logo, Black Industries and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and race insignia / devices / logos / symbols, locations, weapons, units, characters, products, illustrations and images from Warhammer are either ®, TM and/or © Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. All Rights Reserved. Written by Graeme Davis, based on the novel ‘Drachenfels’ by Jack Yeovil Written by Graeme Davis, based on the novel ‘Drachenfels’ by Jack Yeovil Updated for WFRP 2nd edition by Alexander J Bateman Updated for WFRP 2nd edition by Alexander J Bateman

Black Industries Lost Files - The Great Hospice

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Page 1: Black Industries Lost Files - The Great Hospice

TTTT HHEEHHEE GGGG RREEAATTRREEAATT HHHHOOSSPPIICCEEOOSSPPIICCEEA Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

Warhammer Fantasy Roleplay - The Great HospiceWarhammer Fantasy Roleplay - The Great HospicePage 1Page 1

Copyright © Games Workshop Limited 2007. Games Workshop, the Games Workshop logo, Black Industries and their respectivelogos, Warhammer and all associated marks, logos, places, names, creatures, races and race insignia / devices / logos / symbols,locations, weapons, units, characters, products, illustrations and images from Warhammer are either ®, TM and/or © GamesWorkshop Ltd 2000-2007, variably registered in the UK and other countries around the world. All Rights Reserved.

Written by Graeme Davis, based on the novel ‘Drachenfels’ by Jack YeovilWritten by Graeme Davis, based on the novel ‘Drachenfels’ by Jack YeovilUpdated for WFRP 2nd edition by Alexander J BatemanUpdated for WFRP 2nd edition by Alexander J Bateman

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The Nuns of the Order of the Bleeding Heart, or theSisters of Shallya as they are more informally known, isone of the largest groupings of the faithful within theShallyan priesthood. Members of the order may be foundthroughout the Old World working with the poor and sick,sometimes alongside male followers of Shallya. Mostmembers however are stationed at one of the manyhospices that are scattered throughout the Old World.

These Hospices are large hospital-monasteries, estatesthat are dedicated not just to the worship of Shallya, butalso to the practical arts of healing. Some of the hospicesdeal in general healing and take any patient who comesto them in need; others specialize in particular ailmentsand conditions, and draw their patients from all over theOld World. The hospice at Seuchenshof in Nordland, forexample, specializes in the treatment of the BlackPlague, while the one at Frederheim in the Reiklandspecializes in the treatment of insanity.

FrederheimFrederheimThe village of Frederheim lies not far from the pointwhere the highway from Altdorf forks for Middenheim andDelbertz. It is a tiny, undistinguished place of seventy fiveor so souls who typically scratch a living from simplefarms, selling what little they over produce directly to theHospice. Despite being situated just off the busy Altdorfto Middenheim road, few people ever stop here, althoughthere is a quiet Four Season coaching inn situated on theroad. Few maps even bother to record Frederheim’sposition, even though it is a part of the Imperial estates.The locals are reluctant to talk about the Hospice, notbecause of any disrespect to the Sisters, but from simplefear that the madness that haunts the place is infectious,just like any other plague.

Past Frederheim, but not quite through it, runs a dirt road,linking the Great Hospice to the Altdorf road. The turningis not marked by a post or milestone, and is easy to missif you are not sure of your way. Despite appearances, theroad is capable of handling coach traffic and windsthrough the dark forest for two or three miles until thehigh, grey walls of the Great Hospice suddenly loom outof the trees.

The HospiceThe HospiceThe Great Hospice was founded in 2243 by a grant ofland and money from Eberhardt the Just, who was thenEmperor of the Reikland. A postulant priest of Shallyahimself, Eberhardt suddenly had the leadership of theHouse of Holzkrug thrust upon him when his father was

A Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

murdered by a von Carstein assassin and his elderbrother was found issuing decrees to an electoralassembly which consisted entirely of potted plants.

Despite dwelling in a dark time of a divided empire, everthreatened by the forces of the Vampire Counts,Eberhardt expended a great deal of time and money,much of it his own, on improving public health in theReikland's towns and cities. He was especially interestedin the causes of madness, and as soon as the newlyendowed hospice was built he sent local militias scouringthe towns and countryside for lunatics to occupy it.Eberhardt hoped that by studying lunatics a cure mightbe found for madness, but the Sisters of Shallya placedthe well-being of their patients above any academicpriorities, and no startling progress has been made.

The Great Hospice of Frederheim continues to receivefinancial support from the crown, but this has reduceddrastically over the years. For the last century theHospice has relied on “donations” (they refuse to callthem fees), from the families of their more wealthypatients. No one has yet been turned away.

Sworn statements by two physicians are necessarybefore a patient can be admitted here. In the case of poorpatients who cannot afford a physician, Sister Margaretwill provide one signature and Sister Marie the other.Once admitted, a patient remains in the care of thehospice until he is demonstrably cured (which is rare),until he dies, or until his family, if any, instructs otherwise.

The Hospice is a nunnery of Shallya and the whole areacounts as Consecrated ground. There are certain ruleswhich must be observed by all those visiting. Noweapons or armour are permitted to be carried inside thegrounds and neither are any magic items that are notobviously dedicated to Shallya. Items such as these mustbe kept under lock and key for the whole duration of thevisit; and one of the Sisters keeps the key. No violence ofany kind is permitted within the walls of the Hospice andVisitors must do as they are asked by the staff at alltimes.

Violation of these rules and any other breach of commoncourtesy will result in the miscreant being asked to leaveimmediately. Anyone refusing to leave can expect severerepercussions, although typically not from the Cult ofShallya itself. Trespassing on the nunnery grounds is aserious offence, as the land is the property of theEmperor himself. In particular the Reiksguard make it apoint of honour that they ensure that no one evertrespasses on the Emperor’s land twice.

The Great HospiceThe Great Hospice

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The People of the Great HospiceThe People of the Great Hospice

A Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

High Priestess Margaret von AschendorfHigh Priestess Margaret von Aschendorf

Abbot (Ex Initiate – Ex Priest – Ex Anointed Priest)

“They're happy enough to dump their embarrassing“They're happy enough to dump their embarrassingrelatives on us, but they don't seem to understand thatrelatives on us, but they don't seem to understand thatit costs money. Just because we're priestesses, they seemit costs money. Just because we're priestesses, they seemto think we come by everything we need miraculously.”to think we come by everything we need miraculously.”

Appearance: Elderly, slim, piercing blue eyes.

Personality: Brisk, practical, worldly.

Motivations: Keep Hospice running, get donations, cutcosts.

-- MMaarrggaarreett vvoonn AAsscchheennddoorrff --

WWSS BBSS SS TT AAgg IInntt WWPP FFeell

40%40% 42%42% 42%42% 45%45% 42%42% 68%68% 61%61% 61%61%

AA WW SSBB TTBB MM MMaagg IIPP FFPP

22 1616 44 44 44 22 00 00

Skills: Academic Knowledge (History, Law, Philosophy,Theology+20%), Animal Care, Channelling, Charm+10%,Common Knowledge (Bretonnia, the Empire), Gossip,Heal+20%, Magic Sense, Perception+20%, Read/Write,Ride, Speak Arcane Language (Magick), SpeakLanguage (Breton, Classical, Reikspiel)

Talents: Divine Lore (Shallya: Enduring), Extra Spell(Cure Insanity), Fast Hands, Lesser Magic (Dormancy,Exorcism), Lightning Reflexes, Master Orator, Meditation,Petty Magic (Divine), Public Speaking, Savvy, SeasonedTraveller, Strike to Stun, Strong Minded, Suave, SuperNumerate

Combat:Combat:Magic: 2; Cure Insanity, Divine Lore (Shallya: Enduring),Dormancy, Exorcism, Petty Magic (Divine)

Armour (None): Best Quality Simple White Robes

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: None

Trappings: Silver Dove Cloak-pin, Prayer Book, Band ofWoven Hair from Saint Cecelia (Relic), Writing Kit

Sister Clementine ClausewitzSister Clementine Clausewitz

Monk (Ex Noble – Ex Student)

“I hope it's for the best. It's so difficult to know what to“I hope it's for the best. It's so difficult to know what todo for them.”do for them.”

Appearance: Late 20s, medium build, fair hair.

Personality: Dreaming, well-meaning, emotional.

Motivations: A simple life, welfare of patients.

-- CClleemmeennttiinnee CCllaauusseewwiittzz --

WWSS BBSS SS TT AAgg IInntt WWPP FFeell

36%36% 34%34% 33%33% 35%35% 39%39% 61%61% 45%45% 46%46%

AA WW SSBB TTBB MM MMaagg IIPP FFPP

11 1515 33 33 44 00 00 00

Skills: Academic Knowledge (Genealogy/Heraldry,Philosophy, Theology), Animal Care, Blather, Charm,Common Knowledge (The Empire), Gossip+10%,Heal+10%, Perception, Performer (Musician),Read/Write, Ride, Speak Language (Classical, Reikspiel)

Talents: Etiquette, Linguistics, Luck, Savvy, Schemer,Seasoned Traveller

Combat:Combat:Armour (None): Simple White Robes

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: None

Trappings: Silver Dove Cloak-pin, Prayer Book, WritingKit

TTTTOOMMEEOOMMEE OOFFOOFF SSSSAALLVVAATTIIOONNAALLVVAATTIIOONN

Full Details of the Monk, Abbot and TempleGuardian career can be found in ‘Tome ofSalvation’, as can information on the EnduringSpell List for Shallya and the Dormancy LesserMagic Spell. The Exorcism Lesser Magic Spellcan be found in ‘Sigmar’s Heirs’.

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A Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

Sister Marie DuvallierSister Marie Duvallier

Physician (Ex Initiate – Ex Monk)

“The mind is a complex organ – more intricate than the“The mind is a complex organ – more intricate than thefinest clock a Dwarf ever made. We do not evenfinest clock a Dwarf ever made. We do not evenunderstand how it can be broken, so we have a long wayunderstand how it can be broken, so we have a long wayto go before we know how to mend it.”to go before we know how to mend it.”

Appearance: Middle-aged, heavy build, grey hair, blueeyes.

Personality: Gentle, patient, slight Bretonnian accent.

Motivations: Welfare of patients, researchingtreatments for insanity.

-- MMaarriiee DDuuvvaalllliieerr --

WWSS BBSS SS TT AAgg IInntt WWPP FFeell

31%31% 32%32% 34%34% 36%36% 51%51% 63%63% 52%52% 50%50%

AA WW SSBB TTBB MM MMaagg IIPP FFPP

11 1515 33 33 44 00 00 00

Skills: Academic Knowledge (Astronomy, Science,Theology), Animal Care, Arcane Language (Magick),Charm, Common Knowledge (Bretonnia, the Empire),Gossip, Heal+20%, Perception, Read/Write+10%, SpeakLanguage (Breton+10%, Classical, Reikspiel), Trade(Apothecary)

Talents: Lightning Reflexes, Linguistics, PublicSpeaking, Resistance to Disease, Suave, Surgery

Combat:Combat:Armour (None): Simple White Robes

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: None

Trappings: 4 Healing Draughts, Silver Dove Cloak-pin,Prayer Book, Trade Tools (Medical Instruments stored inthe infirmary), Writing Kit

Sister Anna-Lise LeverktseSister Anna-Lise Leverktse

Monk (Ex Barber-Surgeon – Ex Tradeswoman – ExPhysician)

“Will it work? How can I know? How do I know what“Will it work? How can I know? How do I know whatworks if I'm not allowed to test anything?”works if I'm not allowed to test anything?”

Appearance: 30s, tall, slim, always wears gloves.

Personality: Brisk, efficient, unsociable.

Motivations: Develop new Compounds for treatinginsanity, welfare of patients.

-- AAnnnnaa--LLiissee LLeevveerrkkttssee --

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31%31% 25%25% 36%36% 42%42% 48%48% 70%70% 45%45% 47%47%

AA WW SSBB TTBB MM MMaagg IIPP FFPP

11 1616 33 44 44 00 00 00

Skills: Academic Knowledge (Magic, Science+10%,Theology), Animal Care, Arcane Language (Magick),Charm, Common Knowledge (The Empire), CommonKnowledge (Tilea), Drive, Evaluate, Gossip+10%,Haggle, Heal+20%, Perception, Prepare Poison,Read/Write, Secret Language (Guild Tongue), SpeakLanguage (Classical, Reikspiel, Tilean), Trade(Apothecary+10%, Herbalist)

Talents: Linguistics, Resistance to Disease, Resistanceto Poison, Savvy, Strike to Stun, Super Numerate,Surgery, Very Resilient

Combat:Combat:Armour (Light): Simple White Robes over LeatherCorset

Armour Points: Head 0, Arms 0, Body 1, Legs 0

Weapons: None

Trappings: 4 Healing Draughts or other Potions, SilverDove Cloak-pin, Prayer Book, Trade Tools (Barber-Surgeon’s and Medical Instruments stored in theinfirmary), Writing Kit

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A Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

Sister Sister Ulrike MessnerUlrike Messner

Monk (Ex Entertainer – Ex Tradeswoman – ExStudent)

““The mind isn't physical and it's not chemical. TheThe mind isn't physical and it's not chemical. Themind itself is greater than cogs and drugs.mind itself is greater than cogs and drugs.””

Appearance: Late 20s, medium height and build,piercing blue eyes.

Personality: Friendly, gregarious, talkative.

Motivations: Investigate non-surgical, non-pharmaceutical treatments.

-- UUllrriikkee MMeessssnneerr --

WWSS BBSS SS TT AAgg IInntt WWPP FFeell

30%30% 34%34% 36%36% 36%36% 41%41% 57%57% 45%45% 56%56%

AA WW SSBB TTBB MM MMaagg IIPP FFPP

11 1414 33 33 44 00 00 00

Skills: Academic Knowledge (Philosophy, Science,Theology+10%), Animal Care, Charm, CommonKnowledge (The Empire), Drive, Evaluate, Gossip,Haggle, Heal+10%, Hypnotism, Perception, Performer(Actor, Palm Reader), Read/Write, Secret Language(Guild Tongue), Speak Arcane language (Magick), SpeakLanguage (Classical, Reikspiel), Trade (Apothecary,Brewer)

Talents: Dealmaker, Etiquette, Linguistics, Mimic, PublicSpeaking, Seasoned Traveller, Suave

Combat:Combat:Armour (None): Simple White Robes

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: None

Trappings: Silver Dove Pendent, Prayer Book, WritingKit

Chief Orderly Sister Chief Orderly Sister Hanna BratschHanna Bratsch

Temple Guardian (Ex Thug – Ex Initiate)

““I decided to stop killing and try healing instead. AnyI decided to stop killing and try healing instead. Anyobjections? In the end I just swapped one bunch ofobjections? In the end I just swapped one bunch oflunatics for another.lunatics for another.””

Appearance: 20s, short, stocky.

Personality: Quiet, firm, slightly intimidating.

Motivations: Serve the hospice.

-- HHaannnnaa BBrraattsscchh --

WWSS BBSS SS TT AAgg IInntt WWPP FFeell

51%51% 23%23% 33%33% 37%37% 36%36% 42%42% 50%50% 35%35%

AA WW SSBB TTBB MM MMaagg IIPP FFPP

22 1313 33 33 44 00 00 00

Skills: Academic Knowledge (History, Theology), Charm,Common Knowledge (The Empire), Consume Alcohol,Dodge Blow+10%, Gamble, Gossip, Heal,Intimidate+10%, Perception+10%, Read/Write, Search,Secret Language (Thieves’ Tongue), Speak Language(Classical, Reikspiel)

Talents: Cool Headed, Disarm, Public Speaking,Resistance to Poison, Strike Mighty Blow, Strike to Stun,Very Strong, Warrior Born, Wrestling

Combat:Combat:Armour (Light): Bleached Leather Jack and Leggings

Armour Points: Head 0, Arms 1, Body 1, Legs 1

Weapons: Quarterstaff (1d10+2, Defensive,Pummelling)

Trappings: Healing Draught, Silver Dove Brooch

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A Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

The Inmates of the Great HospiceThe Inmates of the Great Hospice

Skills: Charm, Common Knowledge (The Empire),Concealment, Evaluate, Follow Trail, Gossip, Intimidate,Outdoor Survival, Perception+10%, Performer (Acrobat,Dancer), Prepare Poison, Scale Sheer Surface, Search,Shadowing+10%, Silent Move+10%, Sleight of Hand, SpeakLanguage (Reikspiel), Swim

Talents: Marksman, Mighty Shot, Quick Draw, Rapid Reload,Rover, Sharpshooter, Specialist Weapon (Entangling, Longbow,Throwing), Strike Mighty Blow, Sure Shot, Swashbuckler

Insanities: Blasted Brain, The Fear (Strangers), Heart ofDespair, Knifes of Memory

Combat:Combat:

Armour (None): Inmates Uniform

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: None

Trappings: None

The Great Hospice has secured cells for twelve patients, andmany more staying in one of the three dormitories. A fewexample patients are given below.

Inmate Bratsch Erzbet WegenerInmate Bratsch Erzbet WegenerAssassin (Ex Entertainer – Ex Bounty Hunter – ExTargeteer)Erzbet is one of the Hospice’s more tragic patients, a withdrawnwoman who seemingly cannot even remember her own name.Although docile now, initially she was on suicide watch for overthree years, and her therapy is widely considered a success bymost of the Sisters. 100 gold each year is paid to the Hospicefor her upkeep, paid for by the banking House of Mandragora,by an account in the name of “Dieudonna”

Appearance: Late 30’s, delicate build, wild tangled hair,deeply-etched face, vacant expression with eyes staringinto space.

Personality: Docile, quiet, seldom speaks or interactswith people in any way.

Motivations: None. Erzbet seldom speaks, when shedoes it is often a soft recital of the long list of names of allthe people she has murdered.

-- BBrraattsscchh EErrzzbbeett WWeeggeenneerr --

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51%51% 76%76% 36%36% 38%38% 63%63% 40%40% 48%48% 37%37%

AA WW SSBB TTBB MM MMaagg IIPP FFPP

33 1414 33 33 44 00 44 00

Anders BohneAnders Bohne“I don't want to keep repeating myself, but I am sane.“I don't want to keep repeating myself, but I am sane.I'm not mad. I shouldn't be in here. There's been aI'm not mad. I shouldn't be in here. There's been aterrible mistake. Just talk to the Sisters, they'll tell youterrible mistake. Just talk to the Sisters, they'll tell youI'm right.”I'm right.”

Appearance: Late 30s, slim build, fair hair.

Personality: Quiet, reasonable, violent when he doesn'tget his own way.

Motivations: Escape.

Insanity: Blasphemous Rage

Hanni EifererHanni Eiferer“I'm going to cut the wickedness out of your soul. You“I'm going to cut the wickedness out of your soul. Youwant me to hurt you. I can tell. There's an eye in thewant me to hurt you. I can tell. There's an eye in themiddle of your forehead that's winking at me. It'smiddle of your forehead that's winking at me. It'stelling me what to do. So SIT STILL. I'M A SURGEON,telling me what to do. So SIT STILL. I'M A SURGEON,DAMMITT”DAMMITT”

Appearance: Old (late 60s), slight build, drawn face,piercing eyes.

Personality: Charming psychopath.

Motivations: Destroy “wrongdoers”, escape to continuethe “great work”.

Insanities: The Beast Within, Delirious Saviour

Jurgen StumpfnaseJurgen Stumpfnase“Flies. Flies. Flies. That's the only thing for me. But“Flies. Flies. Flies. That's the only thing for me. Butthere's not much life in a fly, you know. Far more insidethere's not much life in a fly, you know. Far more insideyou. Or one of those nice ripe Sisters. Yummy.”you. Or one of those nice ripe Sisters. Yummy.”

Appearance: Indeterminate age, scruffy, red-rimmedeyes.

Personality: Deluded, believes that he is a Vampire.

Motivations: Live forever!

Insanity: The Deviant Mirror

Inmate 21BInmate 21B“That wall’s a lying git!”“That wall’s a lying git!”

Appearance: Early 20s, long hair, beard, unwashed.

Personality: Almost non-existent, can barely deal withinanimate objects...

Motivations: A quite life, away from everything.

Insanity: Profane Persecutions (Objects), VenomousThoughts

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A Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

Additional Insanity RulesAdditional Insanity Rules

The WFRP rulebook offers a selection of mentaldisorders and some basic notes on the treatment ofinsanity. However, further disorders have beenrecognized by Old World medicine, and furthertreatments have been developed at the Great Hospiceand elsewhere. Here is a selection of optional andadvanced rules, which can be introduced into your WFRPcampaign if you wish.

New Insanity – The Deviant MirrorNew Insanity – The Deviant MirrorSomeone who suffers from The Deviant Mirror believesthat he is something other than what he truly is, to thepoint that they will se themselves as that when looking attheir own reflection. This can be anyone or indeed,anything, at all. A Human character might believe he is anOrc, for instance, and behave exactly as he believes anOrc would behave. Note that it is what the afflictedcharacter believes that matters, not the actual truth.Deluded characters might believe that they are Ores, orDwarfs, or even trees or squirrels. Alternatively, acharacter might believe that he is a certain famous orhistoric individual, for example Giles le Breton or Teclis.

As this Insanity is so broad in scope, the exact effects ofthis are left up to the GM. However at some point acharacter suffering from The Deviant Mirror will certainlyfind himself on the wrong side of the law, as behaving likea rampaging Orc will quickly get oneself into serioustrouble with the watch, whereas telling people that youare Sigmar walking the earth again is likely to get yourburnt at the stake by Witch Hunters.

DelusionsDelusionsDelusions are similar to Insanities except that they areless encompassing and severe, having little to no realimpact upon a characters life. Many people, especiallythe elderly or infirm suffer from one or two of these, andamongst the nobility they are typically refereed to as“Eccentricities” A character suffering from this disorderbelieves something which is very obviously untrue. Thenature of the delusion can vary widely, and typically willaffect the character's life some-what, but not enough thatnormal life becomes impossible. However, the characterwill be recognized as seriously eccentric and others mayavoid him or at least tap their heads knowingly behind hisback...

Some examples of typical delusions are.

● The character believes that all members of a particular raceor nation are slightly deaf, and always shouts when talking tothem.

● The character believes that any entrance in the east of abuilding lets Daemons in, and will never enter any roomwhich has an eastern door.

● The character believes that the meat of a certain animalcauses baldness, and refuses to eat it.

● The character believes that earth can never conquer water,and therefore will never cross a stone or earth bridge over ariver, because the bridge cannot possibly exist.

● The character believes that moonlight is dangerous, and willgo to some lengths to avoid being struck by the rays of eithermoon.

● The character believes that boots and shoes are actuallymalignant life-forms that are just awaiting the signal to bitetheir unsuspecting victims' feet off, and will refuse to wear anykind of footwear.

● The character believes that mice are intelligent being fromanother world, and will spend hours talking to them inrespectful tones.

With the GM’s permission a player may trade a singleInsanity Point for a delusion instead. Players shouldavoid taking too many delusions, and typical charactershould be careful to take no more than three. After thisWitch Hunters, Priests and Physicians will start taking anInterest, and the Character may well end up locked insidethe Great Hospice himself!

AAAASSYYLLUUMMSSSSYYLLUUMMSS IINNIINN TTHHEETTHHEE OOOOLLDDLLDD WWWW OORRLLDDOORRLLDD

The common reaction to characters of questionablesanity is either to let them wander the streets withbeggars and the other dregs of society, or to ‘putthem away’ in an asylum. Since most asylumowners charge a fee for their services, this latteroption is generally open only to the more well-to-do,who pay handsomely to avoid the embarrassment ofhaving a member of the family wandering about as aknown lunatic. Most asylums are little better thandungeons: patients receive no treatment, and areoften subject to abuse by the staff and otherinmates. A spell in an asylum can often result in thepatient’s condition deteriorating, as their purpose isto keep lunatics confined rather than cure them,making those institutions run by the Cult of Shallyaeven more of a rare blessing.

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New Treatments for InsanityNew Treatments for Insanity

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As well as the treatments described in the WFRP rulebook,there are other means that can be used to try to curepersonality disorders. Often distressing for the patient, they areneither gentle nor reliable, but occasionally they do work.

Confrontation TherapyConfrontation TherapyThis treatment is used in cases of “The Fear” and otherconditions which arise principally from phobia. The patient isforced to confront the object of his fear, and hopefully repeatedexposure will decrease the fear until it becomes manageable.Or it might drive the patient even further into insanity.

The patient makes a Will Power Check for each session oftherapy. If the test is passed, the patient comes a little closer tomastering his fear; if not, the fear gets a little worse. Make anote on the character sheet of each passed test: 6 passes willcure the disorder, and each pass gives the patient a +10modifier for all subsequent tests. If the test is failed, the patientgains another insanity point. It is possible for a patient to becured of one disorder and gain another in the process.

Confrontation therapy can also be used to treat cases of“Profane Persecutions” but if the test is failed the patient doesnot gain another insanity point. Instead, the condition takes itsnormal effect, described in the WFRP rulebook.

Aversion TherapyAversion TherapyThis technique seeks to alter a patient's behaviour byadministering a sharp punishment every time the undesirablebehaviour is displayed, in a way it gives the patient a phobiaagainst the undesirable behaviour or against the treatment itselfof course. Aversion therapy can be used to treat almost alldisorders.

The patient makes an Intelligence Check for each session ofaversion therapy. Make a note on the character sheet of eachpassed test: 6 passes will cure the disorder, and each passgives the patient a +10 modifier for all subsequent tests. If thetest is failed, the patient gains another insanity point. A newdisorder acquired while undergoing aversion therapy will alwaysbe “The Fear” typically manifesting as a phobia of physicians,the cult of Shallya, or of some other recognizable group ofpeople associated with the treatment.

Shock TherapyShock TherapyAs its name suggests, this treatment involves administering asharp shock to the patient, dousing with cold water, forinstance. It is mainly used in cases where the patient hasbecome withdrawn (e.g. “Heart of Despair” and “Knifes ofMemory”) and has also been used in cases of other dementiasto try to shock the patient's mind back to full functioning.

The patient makes a Will Power Check for each session ofshock therapy. Make a note on the character sheet of eachpassed test: 6 passes will cure the disorder, and each passgives the patient a +10 modifier for all subsequent tests. If thetest is failed, the patient retreats further from the discomfort ofreality and the disorder is reinforced: the patient gains apermanent -10 modifier to all subsequent attempts to treat thedisorder.

Deprivation TherapyDeprivation TherapyKnown informally as “cold turkey” in our world, deprivation isoften used to treat disorders such as “Mandrake Man” and“Terrible Thirstings” but it can also be used, in a modified form,to treat any other behavioural disorders which require a dailyWill Power Check, simply by denying the patient the opportunityto indulge in the aberrant behaviour.

For each day of deprivation, the patient must make a WillPower Check. If the condition being treated is a physicaladdiction, such as “Mandrake Man” or “Terrible Thirstings”, thepatient must also make a Toughness Check daily. Each failedWill Power Check gains the character an additional insanitypoint, and each failed Toughness Check causes the characterto lose 1d10 points from a random characteristic generated bythe following table.

All such losses are permanent. If any characteristic reacheszero, the patient lapses into a coma and must pass aToughness check or die; patients who survive still have 1d10/5points in the affected characteristic.

Each time a Will Power Check is passed, the patient becomes alittle bit more able to cope with their addiction. The addiction isnever cured by this process, but each successful test gives thecharacter a +5 bonus to his daily Will Power Checks to resistthe lure of his particular drug.

#Table 1-1: Deprivation Therapy##Die Roll# Charicteristic Loss#

#1# Weapon Skill ##2# Ballistic Skill ##3# Strength ##4# Toughness ##5# Agility ##6# Agility ##7# Intelligence##8# Will Power##9# Will Power##10# Fellowship#

OOOOLLDDLLDD WWWW OORRLLDDEERROORRLLDDEERR NNNN AARRCCOOTTIICCSSAARRCCOOTTIICCSSFor GMs wishing to expand addictions beyondMandrake Root, many other narcotics are known toexist. These include narcotics such as both Black andRed Lotus, Lustrian Stardust, Laughing Powder andNotropian Blue. One of the most common drugs isWyrdroot, a mild hallucinogenic popular among Noblesand Students. Elves favour herbal narcotics such asMoonflower while the Dwarfs manufacture the harshstimulant known as Whack or Ax-Powder.

Page 11: Black Industries Lost Files - The Great Hospice

Warhammer Fantasy Roleplay - The Great HospiceWarhammer Fantasy Roleplay - The Great HospicePage 11Page 11

A Sanctum of Shallyan Sanity at FrederheimA Sanctum of Shallyan Sanity at Frederheim

Adventures at the Great HospiceAdventures at the Great Hospice

The Great Hospice of Frederheim can be used in a variety ofways in your WFRP adventures.

The Course of True LoveThe Course of True LoveA friend or associate of the adventurers has been conducting areckless and passionate affair, and the father of his paramourdoes not approve of the liaison one little bit. After threats,bribery and outright violence have left both lovers unmoved, thedisapproving father has resorted to desperate measures and hehas bribed a couple of physicians to certify his daughter insaneand has had her shipped off to the Great Hospice. Theadventurers, perhaps with their friend in tow, must scout theHospice and find some way of getting the unfortunate girl out,while avoiding sacrilege or any other trouble. Perhapsafterwards they will be called upon to prove her sanity in a courtof law, not an easy task!

Out of Harms WayOut of Harms WayThis idea might be used as a group adventure, or as a soloadventure, or as separate but interlinked adventures for a groupof characters who have become separated. The adventurerswere hired to carry out a task of dubious legality, and thingswent wrong. They wake up in the Great Hospice, where theyhave been admitted as patients under false names. Perhapsthey are together, or perhaps they have been separated. Theyhave no equipment of any kind and no clothes other than atattered night-shirt apiece. Their former patron had themadmitted-shying away from actual murder; he still needs themout of the way, as they know too much. From this none-too-promising start, they must some-how escape, recover what theyhave lost and perhaps avenge themselves on their formerpatron.

The Key WitnessThe Key WitnessThe adventurers are hired by a big-city lawyer or perhaps evena templar or witch hunter. A huge trial is about to start in the city,which could be Altdorf, Middenheim, Marienburg or anywhereelse you fancy, and a vital witness has vanished. The trial couldinvolve a major organized crime ring, a powerful Chaos cult withsome members still at liberty, or any other large, powerfulorganization. The key witness has been admitted to the GreatHospice under a false name, and must somehow be found andfreed, and brought back to testify. Again, it may be necessary toestablish the witness's sanity before his testimony can beadmitted at the trial.

The Awful TruthThe Awful TruthThis idea would be best suited to a group which includes atleast one character with Surgery or some other healing skill ormagic. The adventurers are hired by a wizard, cleric, templar orwitch hunter. A former colleague of their patron was conductinghighly dangerous but vital research on the very edge of Chaos,when an experiment went disastrously wrong. The experimentergained some vital knowledge, but was driven mad in the

process and is now a patient at the Great Hospice. Theinformation locked in the madman's-tormented mind is vital, andmust be recovered at all costs-but how? Which of his ravingsare real, and which are merely ravings?

Brotherly LoveBrotherly LoveIt is far from uncommon for patients at the Great Hospice tocome from noble families, and the younger sons of noblefamilies have been known to stoop to almost anything in orderto get the succession (and the fortune) away from their oldersiblings and into their own hands. Such is the case here; theeldest son of a noble house has been falsely certified insaneand is confined in the Great Hospice. The adventurers are hiredby a faithful retainer to free the Young Master, prove hissoundness of mind, and redress the wrongs done to him. Theevil younger brother, meanwhile, will be happy to hire thugs,assassins and so on to make their lives just that little bit moreinteresting. Alternatively, perhaps the older brother really ismad, and the younger brother has decided to have him quietlydone away with just in case he gets better and comes back toclaim his inheritance. Or perhaps that is just what theadventurers are told - when you are dealing with skulduggery innoble houses, the truth seems to become rather changeable...

Spare PartsSpare PartsIn Altdorf the adventurers are hired to investigate a body-snatching gang. The trail leads to the Great Hospice, where acorrupt orderly on the staff is selling the bodies of dead lunaticsto physicians, necromancers or other interested parties.Possibly the unfortunate lunatics were helped on their way inthe interests of a quick profit. The gang will include a number ofreputable people who will have too much to lose if theiractivities are exposed; if they realize that the adventurers areon to them they will try to have them put out of the way in theasylum (see Out of Harm's Way), quite possibly arranging tohave them die in a short while.

The Best of IntentionsThe Best of IntentionsSister Anne-Lise is permanently disgruntled with the hospice'sadministration for the way it puts the welfare of individualpatients before the opportunity to test possible cures and, asshe sees it-bring relief to a great many more people. Unable tocontain her impatience, she has secretly been developing andtesting a range of potions and preparations on the patients inthe underground cells. One or more of these potions hasproduced some unfortunate side-effects, just when theadventurers are visiting the hospice on some other business.One potion, for instance, might contain a tiny amount ofpowdered Warpstone, causing the patient to develop Chaosmutations, it might even turn a previously harmless lunatic intoa ravening monster which breaks out and threatens the wholehospice. If you combine this with one of the other adventureideas, you could keep the adventurers' hands very full indeed…